Contents

You'll need the simple person model from the previous module. If you haven't done it, either go back and do it now or else download the pre-made model from Yosun Chang's website at http://www.nusoy.com/blender.

To be realistic, the simple person's torso needs to be three times wider. In order to keep the torso symmetrical, you'll expand it by scaling both sides from a central point.

Select the sides of the torso:

Enter edit mode on the simple person.

In the 3D View header, set Face select mode.

From the 3D View header, choose Pivot → Median Point.

In the 3D View header, make sure Proportional Edit button is off.

Select the two faces on both the left and right sides of the torso, between the armpits and the waist.

The cube icon toggles the visibility of certain components.

When editing in solid mode, the vertices, edges and faces on the back side of the model are, by default, invisible. This feature can be toggled by clicking LMB on the Limit selection to visible (called in older versions, "Occlude Background Geometry") button in the 3D View header. Toggle it on and off a few times and observe how the back faces appear and disappear.

We will now scale the torso with the scaling tool:

Activate the 3D View window and press S , X .

Adjust the amount of scaling. Either:

Move the mouse pointer until the torso is the width you want.

or

Press 3

Confirm and exit by pressing Enter or clicking LMB .

Scaling faces causes adjacent edges and faces to move, due to their shared vertices. You cannot separate a face or edge from its vertices.

Continue selecting different parts of the torso and scaling them to get more practice using the above scaling methods.

When you've got the basic shape of the torso, make the person hold up his hands. You'll do this by deleting the forearms and then extruding upward from the elbows.

Select both forearms:

Enter edit mode on the simple person.

In the 3D View header, set Face select mode.

With the 3D View window active, press A until all vertices are deselected.

Select the five faces at the end of the forearm.

Now erase them:

Press X to open the Delete menu.

Choose Faces.

The forearm will disappear, leaving a hole. Don't panic; we'll fix it later. Now to make the arm point upwards:

Select the top face of the last remaining "arm cube".

Extrude the region upward by two Blender units E , Z , 2 and confirm with LMB or Enter .

(Newbie comment: on my system, using Blender 2.70a, you want E-2 above, not E-Z-2. Z-axis constraint is on by default, so pressing Z turns it off and causes trouble. Confirmed by second newbie in Blender 2.78.4.)

The hole in the elbow is caused by a missing face. To fill in the missing face:

Deselect all vertices.

Select the four vertices surrounding the missing face.

With the 3D View window active, create the face using either

Mesh → Faces → Make Edge/Face

or

F

If a Make Faces menu appears when you try to fill the hole, it may be that you have some doubled vertices. You can remove doubles by selecting the whole mesh in edit mode, then pressing W and in the appearing menu "Remove Doubles" and try again.

The new face should be smooth. If it isn't, make it so, using Mesh → Faces → Shade Smooth.

Repeat on the other side

Go through the same steps (erase, extrude, and fill) on the other arm. Be sure to deselect all vertices in the first arm before selecting any in the other arm. If you have difficulty making the arms symmetrical, undo your work and go through the steps simultaneously on both arms.